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Post by GuardianTempest on Apr 12, 2024 0:47:21 GMT -6
I reread how Portent works in 5e and I've adjusted their namesakes here. Main change is adding the Social keyword and not allowing you to spam them. Greater Portent slightly buffed for casters who Fetter their spells as the amount of uses you get is added to the 2 you already get from Portent. EDIT: Although Greater Portent is a level 5 spell, maybe I should revert it to its more spammable form?
Okay, swapping entire rolls is strong, but I still want to give Portent to Level 2 so I found a compromise by swapping individual dice.
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Post by ScrapyardDragon on May 25, 2024 19:11:40 GMT -6
Right. Pain reflection has been seen multiple times now to pretty much break the game, so uh, here, a more reasonable take on the idea modeled as an inverted energy aura.
Pain Reflection (Revised by Scrapyard_Dragon) Necromancy 3 Necromancy + Intelligence TN 25 Action: Reaction or Half Action. Keywords: Somatic, verbal Duration: One Scene The caster is shrouded in a field of retributive curses. Whenever you are hit with a melee attack, the attacker takes 1k1 E damage, plus 2 damage per level.
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Post by Amanojyaku on Jun 11, 2024 9:11:12 GMT -6
Deglove Necromancy 4 Test: Necromancy + Intelligence Target Number: 30 Action: Full Action Keywords: Attack, Combo-OK, Saving Throw, Somatic Duration: Instant
The caster stretches a hand toward the victim as if in friendship, only to invoke sins of the old flesh. Target a creature within 20m that possesses skin of some sort. Unless the target succeeds on an Arcana + Dexterity test, they take 5k5 R damage and suffer Blood Loss as their skin is removed in a single sheet from the muscle. Any armor worn by the target is removed at the same time, individual pieces scattered within 1d5 meters of the target. Until the target receives magical healing to restore their body's protective outer covering, they take a check on saving throws.
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Post by Amalvi on Jun 21, 2024 7:30:17 GMT -6
Space Blade Dance
Conjuration 4 Test: Conjuration + Willpower Target Number: 30 Action: Full Action Keywords: Attack, Material, Somatic, Combo-OK Duration: Instant
You teleport as you swing your weapon, striking one or multiple enemies at a distance.
Choose either an All-Out Attack action or a Multiple Attacks action that you are able to make, and a number of valid targets you can see within 30m based on how many the chosen action can hit. (e.g. All-Out Attack hits one target, Double Tap hits 2 targets, Lightning Attack hits 3, etc.) For each target, you teleport next to them and perform one of the chosen action's attacks. You may teleport back to your original position or remain adjacent to the last target after all attacks are resolved.
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Post by ScrapyardDragon on Jul 23, 2024 19:21:39 GMT -6
Revivify Healing 3 Test: Healing + Wisdom Target Number: 25 Action: Full Action Keywords: Somatic, Touch, Verbal Duration: Instant The caster spends three resource points. If he does, the touched corpse is returned to life at 0 hit points. The subject loses one dot of Constitution. If they had only one dot of Constitution to begin with, or if the subject has been dead for over a minute, the spell fails and they cannot be returned to life.
Sculpt Flesh Transmutation 3 Test: Transmutation + Wisdom Target Number: 25 Action: Full Action Keywords: Somatic, Touch, Verbal, Social, Saving Throw Duration: Instant (see text) The caster changes the touched target's physical features. This allows them to change things like height, weight, appearance, sex, and anything else that would fall within the variable parameters of their race. If the caster succeeded with at least two raises, they may also change the subject's race outright; changing their size and racial power to that of the new race, and negating any racial feats for their old race for the duration. The subject may spend exp to buy the racial feats of the new race, but they lose the effects of them once the spell wears off unless they become that race again. The subject may resist with an Arcana + Constitution saving throw, which they may repeat once per day. The TN for the saving throw decreases by 5 for every day past the first.
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Post by ScrapyardDragon on Aug 12, 2024 0:07:33 GMT -6
Summon Medusas Conjuration 3 Test: Conjuration + Willpower Target Number: 20 Action: Full Action Keywords: Combo-OK, Somatic, Verbal Duration: 1 scene The caster summons forth a medusa head (see below), and one more for every raise on the focus power test, to a maximum of their level. The medusa heads are loyal to their summoner for the duration, and fly away at the end of the scene. Treat them well however, and one may occasionally choose to stick around.
Summon Gargoyles Conjuration 3 Test: Conjuration + Willpower Target Number: 25 Action: Full Action Keywords: Combo-OK, Somatic, Verbal Duration: 1 scene The caster summons a gargoyle (see below). The gargoyle is loyal to its summoner for the duration, and flies away at the end of the scene. Treat them well however, and one may occasionally choose to stick around.
The Associated Monsters
Medusa Head | STR 2 | DEX 5 | CON 1 | CHA 3 | FEL 3 | CMP 3 | INT 1 | WIS 3 | WIL 2 | Skills: Acrobatics 3, Brawl 4, Perception 3 Speed: 7 Size/Resilience: 1/3 Static Defense: 32 Mental Defense: 20 HP/Resolve: 4/5 Feats: Weapon Proficiency (basic), Evasion, Step Aside Armor: Daemonic Toughness (1ap all) Attacks: Venom Bite (3k2 R, Brawling, Toxic) Abilities: -Just a head: all attacks automatically hit the medusa head's head, since, well, that's all that's there. Traits: Daemonic, Flier (14), Fragile Gear: None Level: 2
Gargoyle | STR 3 | DEX 3 | CON 3 | CHA 3 | FEL 1 | CMP 3 | INT 1 | WIS 3 | WIL 3 | Skills: Perception 1, Arcana 2, Weaponry 3, Brawl 3, Acrobatics 1 Speed: 6 Size/Resilience: 4/4 Static Defense: 20 Mental Defense: 20 HP/Resolve: 9/6 Feats: Weapon Proficiency (Basic, Melee 3), Fearless Armor: Daemonic Toughness (3ap, all) Attacks: Great Sickle (6k3 R, Pen 4, two handed, unbalanced), Claws and Teeth (5k2 R; Tearing) Traits: Daemonic, Dark Sight, Flyer (6), Resource Stat (Essence; 7), Fragile Gear: Great Sickle (R damage great weapon) Level: 2
New Traits: Fragile The monster's hit points before feats and other modifiers is calculated with Constitution+Willpower instead of 2*(Constitution+Willpower). It dies when it's hp reaches zero.
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Post by Amalvi on Sept 23, 2024 14:03:36 GMT -6
Threat visionDivination 3 Test: Divination + Willpower Target Number: 25 Action: Half action Keywords: Subtle, Verbal Duration: instant Pick a character in the scene, the GM must truthfully answer what action that target plans on doing on their next turn. For example, he may tell you that a dragon is going to approach and breath fire on a specific party member or that a wizard is going to shift away and try to cast a spell of a particular school on himself. Only if the planned action becomes impossible to attempt then the future changes so they instead do whatever is closest to their plan At the SM's discretion, this can also happen if the planned action becomes self destructive or harmful towards an ally, but only if it is in a obvious and blatant manner. For example the planned action may be "he is going to light up a cigarette" and then he gets doused with gasoline.
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Post by Amalvi on Oct 12, 2024 3:41:40 GMT -6
So I believe Weredrago's Evocation spells are incredibly weak and should be replaced by the modernized counterparts from the homebrew spell schools. I'm refering to Fire, Blizzard, Thunder and Aero The Fire spells should be replaced by the Orb spells of pyrokinesis:
Flame Orb Fire Evocation 1 Test: Evocation + Charisma Target Number: 15 Action: Half Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal Duration: Instant
One target within 30m takes 3k2 E damage, +1k0 for every raise, and must make a Dexterity test (TN15) or catch on fire
Chaos Flame Orb Fira Evocation 3 Test: Evocation + Charisma Target Number: 25 Action: Half Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal Duration: One Scene
One target within 30m takes 4k3 E damage, +1k0 for every raise, and must make a Dexterity test (TN15) or catch on fire. The ground beneath the target in a number of meters equal to your Pyrokinesis level becomes lava for the rest of the scene, becoming difficult terrain and setting anyone walking on it on fire.
Kaiser Phoenix Firaga Evocation 5 Test: Evocation + Charisma Target Number: 30 Action: Half Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal Duration: Instant
One target within 30m takes 5k4 E damage, +1k0 for every raise, and must make a Dexterity test (TN15) or catch on fire. On your next turn, copy this spell as a half action, using the current target as the origin of the spell and treating the result of the magic test as if you had one fewer raise. This spell can be copied a number of times equal to your Pyrokinesis level, until there are no more raises to be removed, or until there are no more enemies to target, whichever comes first.
The Blizzard spells don't have a good equivalent because the three of them got merged into a single spell in the cryokinesis schoolBlizzardEvocation 1 Test: Evocation + Charisma Target Number: 15 Action: Half Action Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal Duration: Instant Make an attack with the Cone(2) and Snare properties against all targets within 20m, dealing 1k1I damage per evocation level The thunder spells got revamped and made infinitely better in Fulmination
Thunder Evocation 1 Test: Evocation + Charisma Target Number: 15 Action: Half Action Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal Duration: Instant
All chosen targets within 3m of the caster take 1k1 E damage and must roll against the Shocking property with a tn 15 to resist. They may avoid this with an arcana + dexterity test.
Thundara Evocation 3 Test: Evocation + Charisma Target Number: 25 Action: Half Action Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal Duration: Instant
All selected targets within 4m of the caster take 3k3 E damage and must roll against the Shocking property with a tn of 20 to resist. They may avoid this with an arcana + dexterity test.
Thundaga Evocation 5 Test: Evocation + Charisma Target Number: 30 Action: Half Action Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal Duration: Instant
All selected targets within 5m of the caster take 5k5 E damage with the Shocking property with a tn of 30 to resist. They may avoid this with an arcana + dexterity test.
And Aero got melded into a single spell in aeritheurgy
Airshot Aero Evocation 1 Test: Evocation + Charisma Target Number: 15 Action: Half Action Keywords: Attack, Combo-Ok, Ranged Touch, Somatic, Saving Throw Duraction: Instant Make a ranged attack that deals XkX damage at a range of up to 30m, where X equals your effective Evocation level. The target, if hit, is moved up to 10 meters in any direction by the gust of wind. They may resist this movement with an Arcana + Strength saving throw.
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Post by Amanojyaku on Oct 12, 2024 4:44:47 GMT -6
First off, if you're going to go renaming my fire spells they're Frizz, Kafrizz, and Kafrizzle, not your Final Fantasy trash.
Second, Kheimotheurgy, not Cryokinesis.
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Post by Amalvi on Oct 12, 2024 10:28:51 GMT -6
1-It doesn't matter 2-I didn't see kheimotheurgy having a blizzard equivalent. Cone of cold is very similar but its level 3 and, appropiately, much stronger with its debuff
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Post by Amanojyaku on Oct 12, 2024 12:31:17 GMT -6
Frostbite -> Cone of Cold -> Whiteout
Follows Crack-based, just like the Pyrokinesis ones follow Frizz-based.
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Post by Amalvi on Oct 12, 2024 17:03:41 GMT -6
Weredrago was clearly doing the kingdom hearts spells (which, by the way, use final fantasy nomeclature). Only your cone of cold does an attack in a cone and nevertheless the spells aren't great I'll write why in the kheimotheurgy thread and why I prefered the cryokinesis version as the one to be transfered to evocation.
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Post by Amanojyaku on Oct 12, 2024 18:51:11 GMT -6
Right. In any case, that's not the point of this thread anyway.
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Kwak
Moderator
Posts: 14
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Post by Kwak on Oct 31, 2024 8:31:45 GMT -6
Abjuration 3: Gellar Field's second effect takes what is already a fabulous spell choice and makes it one of the best offense spells on the game. Not even Necromancy gets instant death at rank 3, regardless of level, to an entire class of enemy that's easy to implement in any campaign.
I suggest updating it to fit the wording in Protasia 4:
Gellar Field Prostasia 4 Test: Crafts + Intelligence TN: 30 Action: Full Action Keywords: Focus Duration: Concentration (Half) Focus: Armor
This spell generates a smaller, personal, version of a spelljammer Gellar Field, effective within a 10m radius. The caster may spend a resource point to prevent a Peril of the Warp within the field, and all Perils occurring outside the field do not affect those within. Anything with the Daemonic trait within the field is ejected from the field or into the warp at their choice. Daemonhosts lose the power of their sin asset within the field. Spells may not be pushed within the field.
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Post by Amanojyaku on Oct 31, 2024 15:04:35 GMT -6
Now, to be fair, the Abjuration version existed long before Prostasia did.
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